Editing
Orog
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==3e Orog== In [[Dungeons & Dragons 3rd Edition]], orogs are a strain of orc in the [[Forgotten Realms]] that has adapted to life in the [[Underdark]]; these "Deep Orcs" can be distinguished from their "Mountain Orc" by their shorter stature (averaging 6'6" tall), larger ears, and huge, pale-colored eyes, adaptations for their subterranean existence. Orogs are much more intelligent than their surface-dwelling cousins; they have a strong grasp of the art of smithing, a proper respect for the need for armor, and a greater cultural appreciation of tactics. Worse, unlike mountain orcs, orogs do not suffer from uncheckable aggression; whereas mountain orcs ultimately drive their own armies to destruction by charging endlessly forward until they are so exhausted and overextended they can be smashed apart, orogs fight to claim desired objectives and then pull back to consolidate what they have. Orog-led hordes are are different to the mindless ravening barbarians that the surfacers think of as orcs, and this makes them highly dangerous; King [[Obould Many-Arrows]]' foresight and tactical acumen suggests that he may have had orog blood in his veins. Over the centuries, orogs have mastered the art of forging armor and weapons from the strange ores found in the Underdark. They favor halfplate and full plate armor, which are typically adorned with armor spikes. Orog weapons are festooned with a multitude of hooks, spines, and redundant cutting edges. An orog rarely goes anywhere without being fully armed and armored. Indeed, such is their love of well-forged arms and armor that not only will they refuse to use anything that isn't at least master-crafted in quality, they also make forges the literal and spiritual heart of their settlements; the first thing a tribe of orogs look for when they pick a site for a new town is a natural place to set up a forge. Volcanic vents and pools of magma are favorites, but more traditional forges built on epic scales serve as well. Orog forges are community-held, and any orog is welcome to build armor and weaponry at the forge just as long as what is produced is either put to immediate personal use or placed in the community armory. They have little interest in some of the more exotic types of weaponry found in the Underdark, preferring to use relatively simple weapons instead. The greatsword is the orogsβ favorite melee weapon, and they find that throwing axes make good use of their high Strength in the close quarters of many Underdark battles. Despite their intelligence and skill in forge-craft, orogs, whilst not afraid of magic, retain a traditionally orcy disinterest in its use; even orog [[magewright]]s are more likely to focus on general performance enhancements (stacking on the +X bonuses) to their enchanted weapons than on fancy magical trickery like letting them burst into flames or return when thrown. Though they still worship [[Gruumsh]] (or [[Ghaunadaur]], for some heretics), they are not actually a very religious race and [[cleric]]s are thought of as physical healers, first and foremost. The only mystical tradition that flourishes amongst orogs is, oddly enough, [[bard]]s, who readily integrate into the orogs' warlike culture. They do possess some [[Sorcerer (Dungeons & Dragons)|sorcerers]], whose destructive might is respected, but these individuals are rare. Orogs get along the best with [[orc]]s, whom they find easy to bully and subjugate. They are intrigued by the concept of the [[half-orc]], since these hybrids can operate in the blinding light of the sun with ease and make excellent warriors for surface world campaigns. Those orogs who remain deep underground often engage in more or less friendly trade with the [[duergar]] and the [[drow]], who value the productivity of orog mines enough to let orog cities alone. The orogs often make war on the [[svirfneblin]], but they try to avoid the more alien races such as the [[illithid]]s and [[aboleth]], whose mental powers can cut down even the mightiest orog with ease. Deep Orc Orogs appeared in [[Races of Faerun]], where they had the following PC stats: ::Ability Scores: +6 Strength, -2 Dexterity, -2 Wisdom, +2 Charisma (weirdly, their stats-fluff states that they "make natural leaders", which suggests that maybe they're supposed to have a ''+2 Wisdom'' bonus) ::Medium size ::Base land speed 30 feet ::Darkvision 120 feet ::Weapon Proficiency: Greatsword, Throwing Axe ::+2 racial bonus on Craft (Armorsmithing and Weaponsmithing) ::Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds an orog for 1 round. In addition, orogs suffer a β1 circumstance penalty on all attack rolls, saves, and checks while operating in bright light. ::Resistances: Fire Resistance 5, Cold Resistance 5 ::Orc Blood: Treat an Orog as an Orc for all special abilities, magic items and other effects that key off of race. ::[[Favored Class]]: [[Fighter]] ::[[Level Adjustment]]: +2
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information